#version 450 core

layout (location=0) in vec3 a_Position;
layout (location = 1) in vec4 a_Color;
layout (location = 2) in int a_EntityID;

layout (location = 0) out vec3 TexCoords;
layout (location = 1) out vec4 Color;

layout (location = 0) uniform mat4 u_Projection;
layout (location = 1) uniform mat4 u_View;

void main()
{
    TexCoords = a_Position;
    Color = a_Color;
    vec4 pos = u_Projection * u_View * vec4(a_Position, 1.0);
    gl_Position = pos.xyww;
}